Spells:
Must be able to cast spells, at least one of which must be 4th level or higher.Special: Must have personally
crafted at least 5 different magic items, each with a market value of at least
1000 gold.Special: Every time the Magesmith
wishes to advance a level in this PrC he must have made a new magic item since
last time he leveled up.

Class Features:
All the following are class features for the Magesmith Prestige Class.

Weapon and armour proficiency: Magesmiths
gain no new proficiencies in any weapon, shield, nor armour.What’d you expect?

Spellcasting: The Magesmith
continues to gain caster levels (spells per day & spells known, depending
on class) at every level except 9. This works as described under the
"Loremaster" entry in the DMG.

Note
on magic item crafting: When crafting magic items
requiring a spell, the source does not matter.For example, if a Magesmith wanted to craft a wand of Empowered Magic Missile but had only scrolls of Magic Missile and the feat Empower
Spell, he could use a scroll per day of crafting to create his wand of
Empowered Fireball.

Identify (Su): After making several
items himself, the Crafter gains a certain insight into how the things work. He
can now cast Identify once per day
with no material component.

Personal Style (Ex): The Magesmith
has now developed such an unique style that it is instantly recognizable, and
makes it increasingly difficult for other people to impersonate his work. This
works almost like an Arcane Mark, making it possible for almost anyone to know
who has made the item. Any appropriate knowledge check can be used, with a DC
of 8, and untrained checks are allowed; however, anybody trying to create a
forgery will find it increasingly difficult as all appraise checks on the
forgery have a –30 penalty. The Magesmith can make items with a more
inconspicuous design, if he wishes, without any of these bonuses.

Multiplicity
(Ex): Magesmiths may craft multiple items
per day so long as that day’s cost total is 1000G or less, or 10,000G or less
with the epic feat Efficient Item Creation.Assuming he had the spell slots and feats, Relsia the Human Wizard10/Magesmith1
could scribe 10 scrolls of Magic Missile and brew a potion of Mage Armor in one
day as the cost is less than 1000; likewise, he could also finish a Wand of Cure Light Wounds (third caster level)
then start on, and finish, a scroll of Bull’s
Strength.

Arms
& Armor Intimacy (Ex): The Magesmith is so in
tune with his creation of arms and armor that he can easily project how he will
use them.While wielding any weapon he
personally crafted but is not proficient with, the Magesmith’s weapon non-proficiency
penalty is reduced by 1 at level 2 and 2 at level 4 to a minimum of 0.While wearing any personally-crafted armor
or shields the Magesmith crafted but is not proficient with, his armor check
penalty to strength- and dexterity-based skills is reduced by 1 at level 2 and
2 at level 4, each to a minimum of 0.Even with a 0 penalty, the Magesmith is not considered proficient unless
he acquires weapon, shield, or armor proficiency via feat or class.

Overtime
(Ex): The process of building magic objects
have now almost become a routine. No longer limited to 8 hour workdays, the
Magesmith may work around-the-clock to complete magic items sooner; however, he
still needs 8 hours consecutive rest to replenish spells and avoid fatigue and
exhaustion.Working more than 8
consecutive hours fatigues the Magesmith unless he succeeds at a fortitude save
of DC 12+2 per hour after the first.If
crafting any item while fatigued, he must make a DC 15 fortitude save every
hour to continue working.Should he
fail, his progress is not lost, but he becomes exhausted and unable to continue
working while he is exhausted.Magesmiths may also craft nonmagical items with Overtime.

Magical
Artisan (Ex): The Magesmith chooses one item creation
feat he already knows and gets a 25% discount in GP, XP and time.Discounts from Magical Artisan and other
discount feats such as Easier are multiplied together to get the final
price.The Magesmith’s Magical Artisan
functions exactly like the feat of the same name from Forgotten Realms Campaign Setting.

Note:
If the Magesmith already has Magical Artisan applied to all of his item
creation feats, he gains a metamagic feat or item creation feat instead.

Cooperative Crafting (Ex): So
confident is the Magesmith in his work that others prosper in his
presence.When crafting magic items,
each person with an item creation feat but not Cooperative Crafting beyond the
Magesmith reduces crafting time by 10% (one-tenth reduction of normal time) to
a maximum of 100% (one half reduction of normal time) so long as at least one
Magesmith is involved.Every other
person with Cooperative Crafting and the item creation feat reduces crafting
time by 20% to a maximum of 100%.The
discount per shift depends on how many people are present.The project leader must be present for every
shift as he pays all the XP cost, except if he uses Siphon.(See below.)Should the leader use Siphon, he must be present, but other
willing subjects may pay the XP cost so long as they do not lose enough XP to
drop a level.Nonmagical items may also
benefit from this ability, though there is no XP involved and the project
leader need not be present every shift.

Analyze
Dweomer (Su): The Magesmith is now so attuned to the
ring of metal and the sparks of magic combined that he can scour the secrets of
an item in an instant. Once per week he can cast the spell Analyze Dweomer without material components and focus as if cast by
a Wizard of his Magesmith level plus ten.

Siphon (Su): The Magesmith is now so
skilled in the current of magical energies that he need not use his own to fuel
is magic item creation.He may use
another willing subject’s XP in the crafting process so long as that subject
does not lose enough XP to lower his level.Willing subjects must be present during an entire shift, 8 hours or less
depending on the item, for progress to be made.Should the willing subject participate in strenuous activity,
that shift’s progress is halted momentarily, but the willing subject’s XP is
consumed.The Magesmith may find other
willing subjects to pay the XP cost.If
Relsia the Magesmith recruits Bob, a willing commoner, to brew a potion of Mage Armor, then later crafts a wand of Cure Light Wounds using George the
baker’s XP, Bob need only stay while the potion is brewing. If, instead, she
forges a +3 bastard sword with George the Baker’s XP, George would need to stay
for every shift or until he had no XP to spare.Magesmiths may not siphon XP from any subject for the purpose of
castingspells with XP costs, like Wish.

Hasty
Creation (Ex): The Magesmith is now an expert artisan,
able to produce items in a fraction of the time others would need. He is now
able to create any item which he has the prerequisites for, magical or mundane,
in half the time it would normally take.Hasty Creation stacks with other cost-reducing creation feats.

Endless Power (Su): Producing even a
single item can drain tremendous amount of energy from its maker, and
mass-producing items is nigh impossible, yet the Magesmith has gone through
this process so many times that he can now make it more efficient, and can also
produce more power from his own soul.Each week he can spend a limited
amount of experience points on creating magic items without lowering his own.
These are a sort of self-generated XP, though they cannot be stored, and can
only be used in the creation process of magic items. Each week, 250 * Magesmith
level "item XP" is generated by the Magesmith.This experience does not transfer between
weeks.

Masterpiece: Perhaps the most
important ambition that all Magesmiths share is their Masterpiece, the peak of
their careers, and the work of art that they will be remembered for unto the
end of the world. Once he reaches this level, the Magesmith can at any time he
wishes try to create his Masterpiece, but once he has accomplished it, he can
never make another one for as long as he lives or un-lives, or re-lives;
whatever.For the purposes of this item, his
caster level is equal to his level in this PrC and all his other character
levels combined. This item can take any form he wishes, although he must have
the necessary item creation feat.For
this item, and this item alone, he can, in addition to the "Endless
Power" ability, use 10,000 XP free of charge. All his other item creation
powers can be utilized in the making of this item, as appropriate. He can make
this item as costly as he wishes, as long as he can pay for it and he can put
as many powers into it as he wishes, as long as his caster level, funding &
DM allow.(There must be some theme to the
mix of powers, just as there is in a staff.)A Masterpiece costs one-fourth market price.As soon as the Masterpiece is
finished in a ritual of sealing which takes 4 hours, it is a Greater Artifact
and its powers can no longer be modified.If the Masterpiece is destroyed before the ritual of sealing is fully completed,
the creator may make another Masterpiece It is totally impossible for any creature, living, dead, undead,
divine, or whatever, to create another one like it, and it is just as
indestructible as a Greater Artifact. At the point of creation the Player and
his DM must cooperate to determine the one condition that can destroy the
Masterpiece, and it cannot be changed once it has been decided. It cannot be an
impossible task, such as using it to scribe the exact value of Pi on a Sphere
of Annihilation, but if can easily be an extremely difficult or unlikely
process.

The creator and everyone he chooses may successfully use Identify and Analyze Dweomer on the Masterpiece to recognize all aspects of the
Masterpiece the crafter chooses, such as the number of powers, what the powers
are and their function, and that it is a Greater Artifact.The crafter must designate the designees’
true names and what aspects each will know at time of creation.

Inscribing text, such as a name, onto the Masterpiece, so long as
reading the name has no special effects such as aging the reader, is free.

Original
Version"For the less even as for the greater
there is some deed that he can accomplish but once only, and in that deed his
heart shall rest." - Fëanor of the Noldo

. . . And as a shower of multi-coloured sparks sprang into the air, Kiira
thought back on how the orcs had howled as they charged, and as the hammer
started to ring on the steel, she suffered a flashback: The feel of her arm
being pierced by a fell sword. It still hurt, even after all these months. But
it had been worth it. Not only had they driven back the invaders, they had also
gathered enough skulls to complete the project. She suddenly realized, as she
saw her hosts in the images of recollection, how the sun had shone on every
blade and shield. What would have happened, had they not been armed by the Mage
Smith himself?
. . . The sudden quiet made her spin around, as she had learned that sudden
silences are more perilous than sudden sounds, and there she saw Savael
standing with his protective goggles, examining the golden rod with a faraway
look in his eyes. "Never again will I make such a work of art, Kiira,
never again..." he mumbled, almost on the verge of tears, as pride and
sadness threatened to overtake him. "I know, Master Crafter, I know."
she said soothingly, "But it is a deed that will never be forgotten, until
our world falls. It is enough". And he kneeled, proffering the rod to her
as a sword, and she grasped it firmly. As she presented it to the sky above she
felt the pain leaving her shoulder, and a piercing light filled her fist. She
heard herself speak, as if her voice was the voice of thousands of people at
once, and she cried unto the heavens itself: "For Glory, Freedom, and Life
Eternal!"

. . . The world is filled with magical gadgets of any kind and quality, but
above all these there are works of such talent and quality that they are
renowned in song and story, and the very history of the world is altered
forever by them. Such are the works of the Magic Crafters, the Mage Smiths, and
they know it. They dedicate their careers to their craft, and are so good at
what they do that they seldom achieve a quiet life.
. . . Wizards make up the main bulk of Magic Crafters, as they more easily get
Item Creation feats, but anybody who can bind magic into a material object can
focus on this path. Magic crafters seldom go on bold adventures, exempt to
research and gather required resources. Thusly, high-level Magic Crafters are
rare and few between (especially since they use so much XP in their creations),
though the few that exist are highly sought after, and many a battle has been
fought for them, and many a war has been won because of their handiwork.Hit dice: D4

Prerequisites:
Skills: Spellcraft: 10 Ranks, Knowledge (Arcana or Religion): 10 ranks, Craft
(Any): 5 ranks
Feats: Any two Item Creation Feats
Spells: Must be able to cast spells, at least one of which must be 3rd level or
higher.
Special: Must have personally Crafted at least 5 different magic items
Special: Every time the Crafter wishes to advance a level in this PrC he must
have made a new magic item since last time he leveled up.

Class Features:
All the following are class features for the Magic Crafter Prestige Class.

Weapon and armour proficiency: The
Crafter gains no new proficiencies in any weapon or armour.

Spellcasting: The Magic Crafter
continues to gain caster levels (spells per day & spells known) at every
level exempt those levels dividable by three (every third level). This works as
described under the "Loremaster" entry in the DMG.

Identify (Su): After making several
items himself, the Crafter gains a certain insight into how the things work. He
can now cast "Identify" once per day per caster level.

Personal Style (Ex): The Crafter has
now developed such an unique style that it is instantly recognizable, and makes
it increasingly difficult for other people to impersonate his work. This works
almost like an Arcane Mark, making it possible for almost anyone to know who has
made the item. Any appropriate knowledge check can be used, with a DC of 8,
untrained checks allowed.
. . . However, anybody trying to create a forgery will find it increasingly
difficult. Increase the DC by 30. The Crafter can make items with a more inconspicuous
design, if he wishes, without any of these bonuses.

Magical Artisan (Ex): The Magic
Crafter chooses two item creation feats he already knows. From now on, he only
has to pay 75 % of the normal creation prices when utilizing those feats.

Item Creation Feat: The Crafter
gains a bonus Item Creation Feat.

Meta-Item (Ex): The Crafter has
developed a deeper understanding on the schematics of his designs, and can now
twist them in small ways to create big results. He can incorporate one
metamagic feat in each item he makes, at no extra cost. The level adjustment
the feat normally causes may not be greater than the listed number (Which
increases at later levels).

Master's Touch (Su): After forging
so many items, the Crafter can easily understand how they are supposed to be
used, even those that have been created by others. He can cast the spell
"Master's Touch" (see the "Spellbook" section on the
Wizards of the Coast website) once per day per caster level.

Surpass Self (Ex): Just as a Rogue
can trick an item into believing he has powers he doesn't have, the Magic
Crafter can now use the same skill (Use Magic Device) to create items even
though he doesn't fulfill all the necessary prerequisites. This works in
exactly the same manner, although Item Creation Feats can never be emulated in
this way. A failed check means that he must start all over again, and 5 % of
the raw materials are destroyed (and must be re-bought).

Items of Power (Ex): The items the
Crafter makes are legend, for they are so perfect in every way that it is
increasingly difficult to withstand their power, as there are almost no weak
spots in their making. This increases the save DC of any powers in the items he
makes by +1 / level in this PrC. This does not increase the cost of the item,
although other parameters of the items can also be altered to achieve an even
greater effect in conjunction with this trait.

Hasty Creation (Ex): The process of
building magic objects have now almost become a routine. The Magic Crafter is
now able to create an item in half the time it would normally take.

Endless Power (Su): Producing even a
single item can drain tremendous amount of energy from its maker, and
mass-producing items is nigh impossible. Yet the Magic Crafter has gone through
this process so many times that he can now make it more efficient, and can also
produce more power from his own soul.
. . . Each week he can spend a limited amount of experience points on creating
magic items without lowering his own. These are a sort of self-generated XP,
though they cannot be stored, and can only be used in the creation process of
magic items. Each week, 500 / caster level "item XP" is generated by
the magic crafter.

Analyze Dweomer (Su): The Crafter is
now so attuned to the ring of metal and the sparks of magic combined that he
can scour the secrets of an item in an instant. Once per day per caster level
he can cast the spell "Analyze Dweomer".

Masterpiece: Perhaps the most
important ambition that all Magic Crafters share is their Masterpiece, the peak
of their careers, and the work of art that they will be remembered for unto the
end of the world. Once he reaches this level, the Magic Crafter can at any time
he wishes try to create his Masterpiece, but once he has accomplished it, he
can never make another one for as long as he lives (or un-lives, or re-lives,
or whatever).
. . . For the purposes of this item, his caster level is equal to his level in
this PrC and all his other character levels combined. This item can take any
form he wishes, although he must have the necessary Item Creation Feat. For
this item, and this item alone, he can in addition to the "Endless
Power" ability use 10'000 XP free of charge. All his other Item Creation
powers can be utilized in the making of this item, as appropriate. He can make
this item as costly as he wishes, as long as he can pay for it and he can put
as many powers into it as he wishes, as long as his caster level & funding
& DM permits (there must be some theme to the mix of powers, just as there
is in a Staff).
. . . As soon as the Masterpiece is finished, it is a Greater Artifact. It is
totally impossible for any creature, living, dead or divine, to create another
one like it, and it is just as indestructible as a Greater Artifact. At the
point of creation the Player and his DM must cooperate to determine the one
condition that can destroy the Masterpiece, and it cannot be changed once it
has been decided. It cannot be an impossible task (such as using it to scribe
the exact value of Pi on a Sphere of Annihilation), but if can easily be an
extremely difficult/unlikely process.

Optional
Rule: Objects of great power are likely to
attract beings of great power.Agents
of deities such as fiends and solars will likely come after the artifact in
hopes of obtaining it or its maker for its direct use or to prevent another
side from using it.Solars are likely
to offer wishes and other grand gifts while fiends will probably only negotiate
if they think they can’t snatch it directly.